Gunlance's control scheme inconsistent

提案/Suggestion

  1. Maybe consider player context a bit more when a down swipe is used. If a player isnt in range of a monster, or a monster isnt attacking, its unlikely a player will need to backstep. If a player hasnt got a wyrmstake loaded then when they reload its more likely to be a full reload they want than a quick reload. That being said, a bigger distinction between the time held before the downswipe could help players choose a quick/full reload.

  2. If a player isnt in range of a monster then an upswipe should never be an attack since it will always miss. It should be a gap closer in this context. Similarly if a player is in range of a monster, they likely dont want to move closer, so this should be an attack. Similarly to point 1, distinguishing between attacks could be based on a distinct time held before attacking.

  3. Make it so the wyrmstake behaviour is more consistent and forgiving to small breaks between shelling shots. Itll make it harder to fire 3 consecutive shots but a dodge in between is hardly much effort. For the second issue if the contact is made it should lock in irrespective of the player taking damage after.

現状/Current Status

Currently theres a few issues with the gunlance’s control scheme that make it difficult to use. This is mainly due to having too many controls that use similar gestures.

  1. Pulling down can cause 3 things to happen - a backstep, a quick reload or a full reload. This seems mostly random, i appreciate that this is changed by how long the screen is held before the pull, however in a setting like MHNow, it’s hard to distinguish between these hold lengths during a fight due to the very subtle timing differences.

  2. Swiping up can cause 4 things to happen - forward step, forward slide, light poke attack or upward swing attack. Similar to point 1 above theres different subtleties that change this behaviour, and its hard to distinguish which behaviour is going to occur.

  3. Wyrmstake usage can be very inconsistent, and its causing me to take damage. The number of consecutive regular shelling attacks before a wyrmstake should be 2, but if theres even a slight pause (and im talking fractionally small) sometimes itll require 3. This usually results in the player being hit by an attack, because theyve planned the timing to fit in a window between 2 monster attacks and now theyre animation locked later than expected.

Theres a second issue with Wyrmstake too, where it doesnt attach if the player is hit between the initial attack and the short delay where the wyrmstake goes off, despite making contact with the monster, as indicated by the initial damage numbers. It makes sense that if that attack makes contact then the wyrmstake should be attached and do the full damage.

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There’s potentially one more issue as well.

When shelling normally, once you have tapped the upper half of the screen to shell at high angle (not the skyward shell), you cannot shell laterally until you stop your actions completely to reset your avatar before you can shell laterally again.

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